Compilation of a star vessel, a star fortress and a habitation components created or edited for Ultima Tectum campaign. Sources
Psychic choir Pow: 2 Space: 1 Similar design to an astropathic choir. Used to amplify a psyker using powers.
Augury Blinders Pow: 1 Space: External, protects augury component from high energy particles created by Atomic, Nova and Anti-matter explosions. Being at blast area does not cause penalty to augury checks. Critical hit to augury destroys Augury Blinders component instead.
Spur: Increases ramming damage?? Each DoS depressurizes random component from rammed vessel?
Augur Probe Pow: 1 Space: 1, requires launching bay, BFG Armada 2, edited for Ultima Tectum campaign.
Launches a probe to a designated location. The probe moves in a straight line 10 VU/turn. Once it has reached its destination, it is deployed. The deployed probe detects enemy ships within a 10 VU radius. If vessel is detected by probe it reveals vessels on Silent Run and gives +20 to focused augury vs detected vessel.Once activated, it lasts for 12 Void Turns.
If it collides with an enemy ship while in flight, it sticks to it and automatically deploys itself.
This probe is an essential utility skill used for scouting and detecting enemy vessels. If you are also lucky enough to have it hit an enemy ship (it is very easy to dodge, so don’t expect this) then you have free mobile intelligence of the enemy fleet. This effect may force the opponent to split this ship from the primary fleet in order to not give away its current position, use this to your advantage but beware of clever captains who may use this as a bait to get you to commit to going after one ship.
Stowage Bays Pow: 1 Space: 1, Rogue Trader corebook page
Fast smuggler ships do not often bother with true cargo holds, preferring smaller bays where valuable cargo can be stored.
Small: This Component allows for Trade Endeavours, but provides no bonus.
Navigation Beacon Pow: 2 Space: 0 (external 2)
-Surface habitats or arcologies only.
-Helps shuttles to land on habitations under atmosphere. Re-roll failed pilot (shuttle) checks when landing.
Landing Strip Pow: 1 Space: 0 (external 4)
-Component is suitable for surface habitat or arcology only
-Bonus +5 to acquisitioning.
Spaceport Pow: 5 Space: 6 , Scarce
-Bonus +10 to acquisition, habitat version of heavy lifter bay.
-Component fits only to habitats/districts.
-Re-roll failed pilot check for landing.
-Requires gravity (low-normal-high)
Precinct-fortress Pow: 2 Space: 4 (+additional components) Very Rare, Ultima Tectum campaign
Though each precinct varies based on the needs and environment of the world it is built on, many include the same basic elements: billets for the Arbitrators, an extensive armoury to ensure they are well-equipped for the job at hand, secure cells in which to detain suspects ready for questioning or trial, and a court of judgement where guilt and punishment is determined.
Data-loom: For shifting through evidence correlations with Imperial data. Inquiry +10?
Expanding fortress: Additional components may be attached to precinct-fortress.
Armoured: Critical hits to component are nulled on 7+ result from d10.
Independent life-support: Keeps the component habitable in case of damage or destruction to a vessel/habitat life sustainer.
Administratorial Vault Pow: 2 Space: 3 Very rare
-Bonus to inquiry, scholastic lore checks
-Required to operate Imperial cognomen of the system.
Pillars of Law Pow: 0 Space: 1, Very rare
-Extensive display of Ordo Arbites iconography.
-Bonus +5 to arbitrator command at the courtroom of precinct-fortress
Armoured Gate Pow: 0 Space: External, Scarce
-Suitable only for surface habitations and arcologies
-Reinforced entrance to the habitat, bonus to defensive command checks
Hive tower Pow: 1 Space: 4 (foundation, actual height 1 km) Scarce
-Gravitybound, suitable for surface habitatations only.
-Component has independent life sustainer.
-Is able to house 1 million citizens.
-Visible component and detected by augury automatically.
-Requires supply of air, water and nuclear fuel.
-Space: 40, divided between structural reinforcement space: 10, housing projects space 20, essential components space: 9, sumplemental components space: 1
Pow: 8/8 Space: 40/40
Essential components:
4 pcs Genatorium Fissio Pow: +2 Space: 1
Control Room Space: 1 Pow: 1
Hive Life Sustainer Pow: 6 Space: 4
Suplemental components: (Pow: 1 and Space: 1 available)
-Common components are Shrine to God-Emperor, Imperial figurehead, Scholarium, Librarium Vault, Trophy Room or Crew Reclamation Facility.
Special:
Easy to spot: Focused augury automatically reveals hive towers as they are visible beyond planetary sphere.
Armoured walls Pow: 0 Space: External Scarce
-Suitable for surface habitat, arcology and star fortress.
-Bonus +5 to habitation armor.
Psykana HQ/Bridge Pow: 2 Space 3, Very rare
+5 to psyniscience checks, +5 to Forbidden lore (Psykers), +5 to focus Power Test for Astropathy and Divination discipline.
Prison HQ/Bridge Pow: 2 Space: 2, Scarce
+10 scrutiny checks, +20 to command checks vs mutiny/rebellion.
Warden quarters Pow: 1 Space: 2
-Combination of quarters and barracks. Is able to house 10% of population as active troops up to 10.000 guards.
Prison holds Pow: 1 Space: 2
-Is able to imprison 50.000 inmates. No individual cells as in incarceration vault but prisoners are packed by 100 inmates for a cell.
Chemical Procession Facility Pow: +10 Space 6, Rare
Appropriate hull types: Transporters, mechanicus vessels, star fortresses, arcologies and surface and void habitats.
-Provides bonus to trade objectives and long distance star voyage resources.
-Bonus +5 to acquisition
Auto-Carnis Factory Pow: 2 Space: 4
-Product line that turns land animals to standardized meals or canned provisions
Auto-Pisces Factory Pow: 2 Space: 4
-Product line that turns marine animals to standardized meals or canned provisions
Auto-Agri Factory Pow: 2 Space: 4
-Product line that turns land agricultural products to standardized meals or packed provisions.
Imperial quarters/decks Pow: 2 Space: 4, Common
-Void station/habitat/district only
-Standard Imperial living quarters, +2 to habitat morale.
-Is able to house 50.000 citizens.
Luxury quarters/decks Pow: 2 Space: 1, Scarce, Rogue Trader page 203
-Is able to house 100 nobles and 900 servants.
-Seldom used as habitation or star vessel crew quarters, except in most sumptuous ones. If used as crew quarters it is usually mandatory to add Servitor Crew upgrade to keep vessel or habitation functional.
Rejuvenation chamber Pow: 3 Space: 1 Extremely rare
-Archeotech component
-Standard Imperial longevity process for a wealthy and an influential.
Grav anchor Pow: 0 Space: 1 Scarce
-Star vessels may anchor securely on planets upper atmosphere. Common in Mass Conveyer hulls.
-Does not require Pow but must be replenished after 3 uses.
-Used for long-term stationary anchoring. For repairs, trade, etc
Data-vault Pow: 1 Space: 2, Very rare
+5 scrutiny and common lore checks.
Data-mine Pow: 5 Space: 10, Unique
-Archaotech component
+10 to any Forbidden lore checks, +15 to Common lore checks
-May contain special features.
Smelting furnace Pow: +25 Space: 8 Extremely rare
Appropriate hull type: Only for habitats and star fortresses.
-Refines ores to pure metals.
-Bonus to trade objectives, +5 bonus to acquisition.
-Component requires constant tech-priest supervision to operate.
-If installed to a star vessel: Speed -1 and vessel gains trait: Fatty: This vessel cannot use the Come to New Heading Maneuver Action.
Laboratorium Annexes Pow: 5 Space: 2 Extremely rare, Into The Storm page 88
-Cruiser, fortress and habitations only.
-These extensive laboratories allow vessel to conduct extensive research into up to 3 topics simultaneously. +20% on Tests to identify, analyze and repair artefacts of Archeotech/Xenos/Heretek origin.
Station Genatorium Pow: +50 Space: 6 Rogue Trader corebook page 210
-The station’s power generation facilities.
-Component can be installed only to star fortress.
Stationmaster Bridge Pow: 1 Space: 2 Rogue Trader corebook page 210
The bridge of a space station is equipped to supervise fast repairs.
Special: Damage Control Station: As long as the bridge remains undamaged, all Tech-Use Tests to repair the void station or star fortress gain +10.
Civitas quarters/decks Pow: 2 Space: 8 Rogue Trader corebook page 210
All aspects of a thriving, bustling community with hundred of thousand of inhabitants can be found on these decks.
Station docks Pow: ? Space: ? Rogue Trader corebook page 210
Any size of ship smaller than a cruiser may dock with station for repairs, for on- and off-loading supplies and to handle cargo transfers.
Hydroponics decks Pow: ? Space: ? Rogue Trader corebook page 210
Special: Sustaining: This station suffers no penalties to Crew Population or Morale for remaining in space for an extended period.
Pentagrammic suspension cell Pow: 3 Space: 1 Extremely rare
-Can contain rage of daemonhost
–
Source: Dark Trader
Incarceration Vaults Pow: 1 Space: 1 SP 2
While any star vessel has basic brig facilities for troublemakers and prisoners, a vessel with incarceration vaults has an elaborate complex of high-security cells, bio-suspension crypts, and interrogation chambers staffed by clans of skilled questioners and durancers.
Right Tools For The Job: Any Inquiry Skill Test aboard this ship gains +10.
Enforce Authority: When testing to determine if a mutiny has occurred, the captain gains +10 to Command.
Put To The Question: When working toward a Creed, Criminal, or Military objective, the players earn an additional 50 Achievement Points toward completing that objective.
Mechanicus Shrine Pow: 1 Space: 1 SP: 1
This ship incorporates a large shrine to the Omnissiah, manned by devoted tech-adepts who provide invaluable aid in soothing whatever hurts the vessel may suffer.
Servants of the Machine God: Any Tech-Use Skill Test to make Emergency Repairs or Long-Term Repairs to this ship gains +10.
Hexagrammatic Suppression Cells Pow: 2 Space: 1 SP: 2
A block of heavily warded chambers designed to contain all but the most potent psychic phenomena. The armored cells can function as either prison or shelter as needed.
Rumors of Warpcraft: Decrease morale permanently by 3.
Warp Containment: When travelling through the Warp, roll on the Warp Travel Encounters chart only once every full 10 days (minimum of one roll per trip).
Dark Harvest: When working toward any objective, the players earn an additional 100 Achievement Points toward completing that objective if the Game Master decides the transport, confinement, or protection of psykers is directly involved in the task.
Apothacarium Pow: 2 Space: 1 SP: 2
Surgery: +10 to all medicae test made onboard ship
Ships Clinic: Most minor medical ailments treated immediately. Permanent +2 morale.
Triage: All crew losses reduced by 2 to a minimum of 1.
This facility is a large medical facility incorporating surgerical suites, intensive care and several clinics for general crew. Experienced tech-priests and medics work here to heal the sick, install augmetics and carry out pretty much any operation that can be carried out planet side. In battle this facility can treat the wounded and have them on their way with a belly full of pain killers, or have them looked after until they recover. Needless to say, the crew appreciate the freely available medical care.
Open Deck Plan Pow: 1 Space: 1 SP: 1
The ship is constructed with open, wide corridors or speedy mass-transit systems that allow for easy travel throughout the ship. This is a godsend for crew evacuating damaged compartments. However, it is also appreciated by hostile boarders who might have the run of the ship simply by capturing main arteria.
Evacuate! – reduce population loss due to fires, decompression and other compartment-based damage by 1.
Straight Up the Middle – the easy-access construction of the ship imposes a -10 penalty on Command tests for defending against boarders or Hit and Run attacks.
This component is not compatible with Tenebro-Maze.
Promenade Pow: 1 Space: 3 SP: 1
While ships may function as space-going cities, most do not have a dedicated spaces to foster this function, instead compartmentalising the crew and limiting commerce to barter and black market. A promenade compartment functions as a ship-board “Main Street,” providing formal gathering spaces for crew commerse and interaction. Here privileged crewmembers can supplement their issued rations and gear and interact with others from all over the ship.
One Gelt for the Master…: With some portion of shipboard trade inevitably ending up in the hands of the Rogue Trader, ships equipped with this component provide +25 achievement points to Commercial and Criminal Endeavors.
Did You Hear?: Wagging tongues spreading rumors from all over the ship can be good or ill. The effects of any morale loss or gain are increased by 1.
Astropathic Relay Pow: 2 Space: 1 SP: 2
Relay Equipment: This component provides the benefits listed in page 163 under Astropathic Relay, although it does not include any astropaths as part of its cost. Acquiring an astropath choir could be the result of an Endeavor, acquisition tests, and/or pure roleplaying as the DM prefers.
Ad Hoc Supplies Pow: 0 Space: 3 SP: 2
Every available space aboard the ship is taken up by extra supplies. Along corridor ceilings, coils of sausage links vie for space with baskets of hardy tubers and nets full of rindfruit. The crew sit upon crates of salted fish, jerky and pemmican. Extra bunks and alcoves are piled with sheets of deck plating, spare capacitors and lengths of replacement conduit.
Extensive Stores: Double the time a ship may remain at void without suffering Crew Population or Morale loss. When making Extended Repairs, repair 1 additional Hull Integrity. Emergency repair tests are Difficult (-10) as there is no central location for stores.
Fire Hazard: Command tests made to put out fires are Hard (-20) due to the way the ship is strewn haphazardly with flammable materials.
Auxilliary Plasma Reactors Pow: +5 Space: 5 SP: 3
Installing additional plasma reactors on a ship greatly increases available power for other systems, but they are bulky, expensive, and prone to catastrophic containment failure when damaged.
Crackling With Power: Each Auxilliary Plasma Reactor on a ship provides 5 extra Power.
Volatile: If the Component is damaged, it explodes. The ship takes 2d5 damage to Hull Integrity, and a Component of the GM’s choice is set on fire.
Obvious Signature: Any success on a Focused Augury test will detect this Component. When choosing a Component for a critical hit effect, Auxilliary Plasma Reactors may always be selected by the attacker, even if the ship has Incomprehensible Layout or a similar rules mechanic preventing it.
Fission Genatorium Pow: +2 Space: 1 SP: 1
Adds a Lathe Pattern Fission Genatorium to your vessel for backup power
Generates an additional 2 points of power. These components also make it possible to survive in a vessel with damaged Enginariums by powering Life Sustainers and some components needed for survival.
Note that this component is volatile if damaged in combat: It will explode for 1d5 hull integrity damage and bathe the interior of the vessel in hard radiation until repaired, doubling casualties sustained by the explosion of the genatorium.
Improved Defensive Turrets Pow: 2 Space: 0 SP: 2
Wall of Fire: Increase the ship’s Turret Rating by one.
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.
Shielded Component Pow: 1 Space: 1 SP: 1
Advanced augur-blocking technology, reinforced armour plating and sealable emergency doors protect one of the ships components from harm.
Secured: The shielded component ignores the first critical hit it receives. Four degrees of success on an augur reveal that the component is shielded, otherwise it only becomes apparent to the enemy after blocking a crit. An Emergency Repairs check restores the shielding.
Podded Components (Cargo & Barracks) Pow: +1 Space: 0 more than normal component SP: Same as regular component
Components with 0 space required are mounted outside of the ship.
You get 1/2 the Achievement BONUS of the component you have ‘Podded’, if any, and require 1 more energy to power/maintain the component than they would if they were buried deep within the hull.
They give you a -5, per Pod, modifier to the ship’s Maneuvrability as long as they are attached.
When you try to change your speed from or to zero, your ship’s speed drops 1 VU. So if your ship has a base speed of 8, and you are completely still in space, your speed is considered 7 this turn; and if you are traveling, then (for the sake of simiplicity) you require to spend an extra VU to make a full stop. If you are accelerating all your turns without changing your vector, then you won’t be penalized.
If any damage surpasses your Void Shields the attacker can make a shot with a -20 modifier to “cut” the pods from the ship (you will need time to re-attach them, so not in combat unless Tractor Beams are accepted… and yours have been just overload for some hours). You can cut them at the beginning or the end of any turn… but be advised: unless you are into a full stop, your GM will be very evil about minor details like finding it later, or the shape of the cargo (also Barracks without power equals to death in half an hour…).
Take into account this pods are designed to answer pressing and temporal needs, and to become a plot device during a space combat, nothing else. These are not “regular” components to install into the ship.
Its also good to remember that if the ship is underway and a pod is ejected or cut from the ship it will travel roughly the same current speed and direction as the vessel that was carrying it. Each Pod has Hull Integrity = to its SPACE requirement if it were a normal component (i.e barracks = 4 HI) for purposes of determining damage to destroy a pod completely. One point of damage should crack a pod open, making it unusable at the very least as they are not armoured heavily enough to defend against anything more than a micro meteor
Heavy Lifter Bay Pow: 1 Space: 2 SP 1 (Transports, star fortress and habitats only.)
Any warp-vessel will be festooned with a wide variety of smaller craft for ferrying cargo, crew, and passengers between ships, stations, and planets. A ship mounting a heavy lifter bay has vast swarms of these vessels, giving it the heavy spacelift capacity necessary to run a major mining operation, strip a ruined vessel, or survey an entire planet. In battle, these craft can be turned to use as impromptu assault craft, transporting hundreds of armed troops onto an enemy vessel.
Improvised Assault Craft: When conducting Hit and Run attacks or boarding an enemy vessel, the heavy lifter bay provides a +10 bonus to Command Tests.
Heavy Spacelift Capacity: When working towards an Exploration, Trade, or Criminal objective, the players earn an extra 50 Achievement Points towards completing that objective.
Drop Pod Bays Pow: 1 Space: 2 SP: 1
The ship is fitted with the cradles and launch mechanisms for a formation of pods, allowing it to transport men and materiel to a planet’s surface with the maximum amount of epic. Most famously used by the Astartes, Drop Pod Bays are something of a favourite tactic whenever ground-to-orbit defences are too strong for a shuttle assault, as the fleeting “meteors” of descending pods are far harder to track and destroy with ground fire or intercept with small craft. This same factor also makes them popular with smugglers and assassins, especially when recovery is either not urgent, or not a factor.It is even possible, though difficult and dangerous, to use them as boarding craft against a station or starship.
A ship with Drop Bays may use them for boarding at a distance of up to 5 VUs, providing they make a +0 Maneuver check first. Because Drop Bays are mounted on the underside of a ship, any vessel without a Keel mount cannot fire at the target of its’ Boarding Action in the same Strategic turn.
A ship being Boarded by Drop Pods may make a Hard (-20) BS test to shoot down the incoming pods. Every success, or degree of success provides a +10 modifier to the Command test. The base Crew Population for the Boarding side is deemed to be equal to 1/2 the unmodified Command skill of the Explorer leading the Boarding Action. Obviously, should the defending side win, it cannot inflict Hull Integrity damage.
A ship fitted with Drop Pod Bays gains an extra 50 achievement points when working towards a Military objective or Criminal Objective.
Manufactorium (Archeotech) Pow: 4 Space: 4 SP: +1
Rarely found outside of the Adeptus Mechanicus Explorator fleets, the Manufactorium follows an ancient template for a compact and reconfigurable fabrication center. While not able to operate at the tremendous capacities that dedicated Manufactoriums can achieve, this system can be quickly configured to produce items the overseeing Adept has designs for (GM’s can treat a schematic/template as an item one step rarer than the finished product, rare becomes very rare). This can prove invaluable for maintaining equipment in the field, and it’s not unheard of for Mechanicus ships to be all but completely rebuilt with components constructed on board.
Something from Nothing: Ship repair parts can be stored in raw form, allowing for more to be carried. Any ship in a fleet with a Manufactorium may be repaired twice without a space dock. In addition, if they are at anchor above a mineral-rich location, they may repair any number of times, with a one week increase in time for each repair after the second.
The Parts You Need: All maintenance acquisition checks for Imperial-designed equipment gain a +10 bonus.
Scartix Engine Coil Archeotech
Raiders and Frigates: Power 4 Space 1
Cruisers and Light Cruisers: Power 6 Space 2
This enhancment integral to the ships plasma drives and thus cannot be the target of critical hits. Any critical hit which destroys the drive also destroys this enhancement
Speed: +25% Base Value
Plasma Relays Archeotech Power 3 Space 1
This component increases all plasma weapons range by + 2 and damage by +1
Superior Conduction: This component reduces power requirements for all plasma weapons by -1
Unstable: A critical hit to this component automatically deals 1dd hull damage to the ship and the component becomes unpowered.
Plasma Broadside Archeotech Pow: 1 Space: 1
This component configuration allows two plasma cannon batteries to be mounted as a single broadside. There must occupy a port or starboard weapon slot. This cannot be used by ships of less then cruiser class. All other costs for the plasma cannons must be paid in addition to the cost of this component.
Mimic Engine (Xenotech) Pow: 8 Space: 3 SP: 4
The primary tool of the Dark Eldar Corsairs, this component is capable of disguising the ship as another ship of about the same size. This component functions against sensors of Ork, Imperial, Chaos, Eldar, and Tau ships. It has no effect on Necron or Tyranid vessels.
The mimic engine can mimic specific ships, as long as the ship it is mounted in has previously encountered and performed a focused augery scan on the ship to be duplicated. This does not alter the ships actual appearance, so if the ship is within 2 VU of another ship the ruse is quickly seen through.
Power Drain: This component cannot be used at the same time as Imperial void shields or any similar defensive system, such as Ghost Fields.
Kass Immaterium Navigation Cogitator (Xenotech) Pow: 1 Space: 1 SP: 2
The Kass are an ancient space faring race keeping never closer than the fringe of Imperial space. Physically the Kass appear akin to the Eldar with the exception of distinct snake like features creating an effect like the Naga from old earth. Despite the physical similarities the Kass despise the Eldar and will avoid them seemingly at all costs. The rare encounters between Man and Kass have been almost entirely fruitless as the two species are utterly unable to communicate to one another. Psychic abilities are lacking within the Kass species with the notable exception of telepathic communication among themselves being a universal trait. Due to a lack of psykers the Kass have been forced to use other means to transverse the stars in their impressively sized mother ships (though grand, the Krass mother ships are not near the scale of the Eldar craftworld). Utilizing alien technology beyond the understanding of Man the Kass have developed guidance chambers which allow a user to view a safe and somewhat understandable analog of the seething warp.
There are a rare number of occurrences where humans have salvaged Kass Immaterium Navigation Systems and freed themselves from the requirement of Navigators.The Navigator families do not take kindly to being mitigated by heretical Xenos technology, and will often seek the destruction of a vessel which has bypassed them as a requirement for safe and long warp jumps.
Follow the normal rules for warp travel with the following exceptions: Non-Navigator characters are able to Navigate the ship for warp travel. The Navigation Stellar skill must be used in place of all Navigation Warp checks. All checks for warp travel suffer an additional -10.
Source: Heroic System
Fighter Bay
Swarms of fighters maintain a constant void patrol around this vessel. The cavernous fighter bay contains a full squadron of fighters, either of Imperial Naval stock or a more exotic vintage, and the support facilities necessary to keep them in action. Brave void-pilots may roam the ship’s halls, set above the common ratings by their lethal career.
Void Patrol: Increase the ship’s turret rating by 1 during combat.
Turret Suppression: During combat, the ship may launch fighters against an enemy ship to suppress turrets as an Extended Action. This requires a Difficult (-10) Piloting Test, and will suppress 1 point of enemy turrets, plus 1 point of enemy turrets for every degree of success.
Heavy Lifter Bay
Any warp-vessel will be festooned with a wide variety of smaller craft for ferrying cargo, crew, and passengers between ships, stations, and planets. A ship mounting a heavy lifter bay has vast swarms of these vessels, giving it the heavy spacelift capacity necessary to run a major mining operation, transport an imperial guard regiment, or survey a planet. In battle, these craft can be turned to use as impromptu assault craft, transporting hundreds of armed troops onto an enemy vessel.
Improvised Assault Craft: When conducting Hit and Run attacks or boarding an enemy vessel, the heavy lifter bay provides a +10 bonus to Command Tests.
Heavy Spacelift Capacity: When working towards an Exploration, Military, Trade, or Criminal objective, the players earn an extra 50 Achievement Points towards completing that objective.
Promenade
While ships may act as space-going cities, few vessels dedicate much in the way of space to this function, instead leaving the crew to undertake black-market trade and criminal activities. A promenade supplants this underground activity by serving as an official ship-board marketplace and recreational area, giving the crew. Crew members can gather here to trade, supplement their ship-board rations, and enjoy their off-duty hours.
Rest and Recreation: Increase Crew Morale permanently by 3.
Free Market: This component provides 50 Achievement Points on any Criminal or Trade endeavor.
Apothecarium
All vessels have some level of medical facilities, but a ship with a full Apothecarium is equipped with major surgical facilities, resucatrix chambers, and clinics to tend to the crew. Experienced tech-priests and medicians work to heal the sick, install augmetics, and treat the wounded in battle.
Triage: Reduce all losses to Crew Population by 1.
Chiurgeon Chamber: This component provides a +10 bonus to all shipboard Medicae tests.
Flux Generator
Smaller than a full plasma drive, a flux generaor can provide additional power by drawing on the inertial flux of the ship’s gravity field.
Flux Generation: Provides an additional +5 power.
Unstable: When damaged or affected by a critical hit, this flux generator causes an additional 1d5 points of Hull Integrity damage.
Void Cathedral
Many ships have shrines to the Emperor aboard. Some, however, transform their entire vessels into glorious acknowledgements of the Emperor’s will by building massive Void Cathedrals into their very core. A Void Cathedral sits at the heart of a vessel, a mighty structure that incorporates ancient reliquaries, monastic chambers, and a massive sermon-hall that can accommodate a significant portion of the ship’s crew.
Reliquary of the Saints: When working towards a Creed objective, the players earn an additional 150 Achievement Points towards completing that objective.
Ecclesiarchal Blessing: Characters from the vessel gain a +10% bonus to all Interaction Tests made with members of the Ecclesiarchy.
Demonstrable Faith: Increase Crew Morale permanently by 5, and reduce all losses of Crew Morale by 1 to a minimum of 1.
Vox-Sermon: Characters gain a +10% bonus to all Interaction or Willpower Tests made to influence the crew, including the Hold Fast! and Put Your Backs Into It! Extended Actions.
Suffer Not The Alien: Any interaction with xenos causes 1 point of Crew Morale loss per day, and characters from the vessel suffer a -10% penalty to Interaction Tests made with xenos.
Hexagrammatic Cells
To suppress the flux and hew of the terrible warp is no easy feat. Hexagrammatic suppression cells are most often found aboard Inquisitiorial vessels, and are used to transport renegade psykers and suppress daemons. A block of hexagrammatic cells can suppress even the most powerful of psychic impulses, and can prevent the possessed or warp-twisted from wreaking havoc.
Rumours of Warpcraft: Reduce Crew Moral permanently by 3.
Warp Containment: Roll on the WTE chart only once for every ten full days of travel within the warp (minimum once per trip). Reduce all Crew Morale damage from psychic or warp attacks by 1.
Dark Harvest: When working towards an objective involving the transport, containment, suppression or protection of psykers, the players earn an extra 100 Achievement Points.
Astropathic Relay
An astropathic relay is a minor reflection of the great Astronomicon, a might beacon that boosts the native gifts of trained astropaths. Under the command of an Astropath-Transcendant, messages can be relayed across the galaxy, from the Halo Stars to Holy Terra.
Astropathic Relay: The astropathic relay provides the benefits listed on page 163, and comes with a full choir of junior Astropaths.
Techno-Shrine to the Omnissiah
This vessel contains a shrine to the Omnissiah, glorifying the Adeptus Machinus and the Cult of Mars, attracting additional tech-priests. It also includes a small techno-scriptarium, which provides a wealth of knowledge on archeotech and the sacred rites of the Adeptus Machinus.
Blessing of the Machine Cult: Any Tech-Use, Common Lore (Adeptus Mechanicus), Forbidden Lore (Adeptus Mechanicus) or Forbidden Lore (Archeotech) Tests made aboard this vessel gain a +10% bonus.
Cryo-Vaults Pow: 2 Space: 2
This vessel contains extensive cryo-vaults, which can store additional crew or passengers beyond the standard capacity of the ship. Row upon row of frozen bodies line the crypts, giving the ship the impression of a flying tomb. The crew often spins tales about what occurs in the cryo-vaults, and are innately distrustful of anyone who is woken from them.
Frozen Passengers: When working towards a Trade, Creed, or Military objective, the players may gain an extra 50 Achievement Points towards completing that objective.
Sleeper Crew: Increase Crew Population permanently by 3.
Void Tomb: Reduce Crew Morale permanently by 2.
Vivarium
The transport of rare and exotic alien plants and beasts is a difficult trade, but the profits can be immense if the right xeno-specimen makes its way into the right hands. A vivarium is a series of large vaults with separate life sustainers, capable of simulating almost any planetary vaults and isolating their exotic cargo from the crew. Some Rogue Traders use their vivariums as a sort of living trophy room, containing specimens from hundreds of worlds in their past.
Exotic Beasts: When working towards a Trade or Exploration objective, the players may gain an extra 50 Achievement Points towards completing that objective.
Xeno-Lore: Through the study of xeno-organisms within the vivarium, any Forbidden Lore (Xenos) tests made aboard this ship gain a +10% bonus.
Aqua-Reservoir
All ships have large aqua-reservoirs, but a ship that selects this component devotes a sizeable amount of space to a major water reservoir. As a result, large quantities of coolant can be delivered anywhere on the ship.
Water Supplies: Increase the time a ship may remain at void without suffering Crew Population or Morale loss by +50%.
Fire Suppression: The reservoir can be used to fight fires more effectively, providing a +20% bonus to Command Tests made to put out fires and reduces Crew Population and Morale loss from fires by 2.
Lance Coolant: Increase the damage of all shipboard lances by 1, as the ship’s lance batteries may be more effectively cooled and fired more rapidly.
Unbalanced: A large aqua-reservoir reduces the ship’s Maneuverability by 5%.
Scholarium
Many crewmembers are the children of generations of void-travellers, families that spend their entire lives aboard ships. A captain who installs a scholarium aboard their vessel is acknowledging this fact. It provides nurseries that care for the ship’s children, and trains new generations of crew members in the skills and abilities necessary for the operation of a void-faring vessel.
Nurseries: Increase Crew Population permanently by 2, and increase by 1 every year.
Officer Training: Increase crew skill by +5%.
Pneumatic Arterial
A series of pneumatic transit tubes run throughout the ship, quickly conveying cargo, materials, and crewmembers around the ship. During combat, armsmen and repair teams can rapidly be deployed around the vessel, directly to where they are needed.
Armsmen Deploment: The ship gains a +10 to Command Tests when defending against boarding actions and Hit and Run attacks.
Repair Teams: Repair teams can quickly be deployed throughout the ship, granting it a +10 bonus to Emergency Repair tests.
Evacuation: Reduce Crew Population losses due to fires, depressurization, and other component-based damage by 1, to a minimum of 1.
This component may not be installed on vessels with a Tenebro-Maze.
Dorsal Castellum
A castellum is a massive tower that extrudes from the ship’s dorsal region, expanding the space available for shipboard components.
Expanded Space: This component increases the amount of space available aboard ship by 2.
Integrity: Adding massive external substructures reduces the ships ability to take hits, reducing hull integrity by 3 points.
Incarceration Vaults Power 1; space 1; SP 2
While any starship has basic brig facilities for troublemakers and prisoners, a vessel with incarceration vaults has an elaborate complex of high-security cells, bio-suspension crypts, and interrogation chambers staffed by clans of skilled questioners and durancers.
Right Tools For The Job: Any InterogateSkill Test aboard this ship gains +10.
Enforce Authority: When testing to determine if a mutiny has occurred, the captain gains +10 to Command.
Put To The Question: When working toward a Creed, Criminal, or Military objective, the players earn an additional 50 Achievement Points toward completing that objective.
Scartix Engine Coil
Raiders and Frigates: Power: 4 Space: 1
Cruisers and Light Cruisers: Power: 6 Space: 2
Speed: +25% Rarity: Near Unique
This enhancment integral to the ships plasma drives and thus cannot be the target of critical hits. Any critical hit which destroys the drive also destroys this enhancement.
Plasma Relays: Power: 3 Space: 1 Rarity: Near Unique
This component increases all plasma weapons range by + 2 and damage by +1
Superior Conduction: This component reduces power requirements for all plasma weapons by -1
Unstable: A critical hit to this component automatically deals 1dd hull damage to the ship and the component becomes unpowered.
Plasma Broadside Pow: 1 Space: 1 Rarity: Standard ship component rarity.
This component configuration allows two plasma cannon batteries to be mounted as a single broadside. There must occupy a port or starboard weapon slot. This cannot be used by ships of less then cruiser class. All other costs for the plasma cannons must be paid in addition to the cost of this component.
Promenade Pow: 1 Space: 3 SP 1
While ships may function as space-going cities, most do not have a dedicated spaces to foster this function, instead compartmentalising the crew and limiting commerce to barter and black market. A promenade compartment functions as a ship-board “Main Street,” providing formal gathering spaces for crew commerse and interaction. Here privileged crewmembers can supplement their issued rations and gear and interact with others from all over the ship.
One Gelt for the Master…: With some portion of shipboard trade inevitably ending up in the hands of the Rogue Trader, ships equipped with this component provide +50 achievement points to Commercial and Criminal Endeavors.
Did You Hear?: Wagging tongues spreading rumors from all over the ship can be good or ill. The effects of any morale loss or gain are increased by 1.
Mechanicus Shrine Pow: 1 Space 1 ; SP 1
This ship incorporates a large shrine to the Omnissiah, manned by devoted tech-adepts who provide invaluable aid in soothing whatever hurts the vessel may suffer.
Servants of the Machine God: Any Tech-Use Skill Test to make Emergency Repairs or Long-Term Repairs to this ship gains +10.
Teleskopein Shrine Pow: 2 Space: 1 SP: 1
Vessel is equipped with a vast and arcane Mechanicus mechanism for the scanning and magnification of light in the electromagnetic spectrum: an ancient and hugely powerful telescope. This enables you to locate nearby stars and star systems more efficiently, and also to map your progress through unknown space more accurately.
Star-scryer: When working towards an Exploration objective, the players earn an additional 100 Achievement Points towards completing that objective.
Line of Sight: If star vessels augur array is damaged or destroyed it can still continue shooting actions in void combat without penalty. But it cannot perform further focused augury actions.
Ironclad Pow: 0 Space: 6 SP: 2
Appropriate Hull types: Transport, Light Cruiser, Cruiser;
Your vessel has either been carved from the heart of a single vast nickel-iron asteroid, or treated so that its internal skeleton is a solid core of layers of bonded steel, indivisible and incredibly resilient. Your ship is far tougher than most of its class, as it differs from the standard design: rather than being a latticework of struts holding together a thin outer skin, the ship is a solid lump of iron and steel with chambers cut inside it. The external walls are metres thick, rather than inches thick, and the craft can shrug off attacks that would cripple a normal ship. Ironclad vessels were once common in the Imperium, and indeed many ancient surviving hulks are of this type, as they can withstand warp exposure, radiation, the cold of deep space or even a journey to the heart of a star. Few are made in this way in these feeble times, as the techniques have largely been lost outside Mars. Nigh indestructible, but masses far more than a normal ship of its class, which has a serious impact upon handling, and also has much less internal space than normal.
Heart of Steel: Increase the vessel’s Armour by 5.
Steers like the asteroid she was carved from: Decrease the vessel’s Manoeuvrability by -10.
Mind your head…: The solid construction of the ship reduces the internal space available for other components. This is reflected in the high “Space” score needed to operate this component.
Fortified Rallypoints: Power: 1 Space: 1 (2 in light cruisers and cruisers) SP: 1
Your vessel’s corridors and passageways have been designed from an early stage to be easily defensible. Bulkheads double as cover for heavy weapons teams. Centrally operated weapons-lockers spring open when battlestations are declared. Airlocks pump deadly nerve gas into sealed sections of the ship that have been captured by the enemy. The bridge is ringed with gunports and murder-holes, keeping the senior command crew safe during the most desperate hand to hand fighting.
Murderous fire: The ship gains a +10 to all Command Tests when defending against boarding actions and Hit and Run actions.
Master Chirurgeon facility Pow: 1 Space: 1 SP: 1
There are a bewildering variety of medical practitioners across the Imperium, ranging from witchdoctors, through barber-surgeons, to dedicated sisters of the Orders Hospitaller. Your vessel is equipped with a fine medicae facility, boasting the latest scanners and radiaprojectors, the sharpest neuroscalpels and staffed by the wisest and most esteemed physicians prepared to voyage into the unknown with a ragtag crew…
The Doctor will see you now…: Reduce all losses of Crew Population by 2 to a minimum of 1.
Hydroponics Decks Pow: 5 Space: 4 SP: 2
Appropriate Hull Types: Transports, Cruisers, Light cruisers
These bulky and complex biological facilities enable the ship to grow its own carefully nurtured crop of plants, sustaining the crew without the need for re-supply. They are usually only attached to either space stations or very large and rare colony vessels. However, the ingenuity, ambition and drive of Rogue Traders often cause them to jury rig their vessels with hydroponics decks as a means of extending the endurance of their vessels (or, more specifically, their crew) to enable longer voyages. However, these decks are fragile and prone to damage, especially as they are often mounted externally in large, low ventral glass domes, which make them a tempting target for attackers…
Sustaining: This vessel suffers no penalties to Crew Population or Morale for remaining in space for a long period.
A soothing walk in the garden: Increase Morale Permanently by 1.
Those in Glass Houses…: The Glass Domes of Hydroponic gardens are very fragile. Whenever the ship takes a critical hit, and a component other than the Hydroponics Decks are hit, roll a D10. On a roll of 1-5, the Hydroponic gardens are hit as well as the other component, and receive the same effect.
The burning gardens…: The flipside of a sustaining garden containing plants lovingly grown by the crew is that if it is destroyed, it has a catastrophic effect on morale. If the Hydroponics decks are destroyed, reduce Morale by 5 until they are repaired.
Broadside Macro Turrets Pow: 2 Space: 6
Appropriate hull types: Cruiser only
An expensive and wasteful attempt to fix the fire arcs of early grand cruisers before the Imperium simply abandoned grand cruisers all together. This modification allows one non-broadside weapon on each side of the grand cruiser to fire into the forward arc, as well as the arc it can normally fire into.
Forward Arc: One non-broadside weapon in a Port and Starboard slot may also fire forward. Against an enemy who isn’t aware of the weapons ability to fire forward, the ship gains a +10 bonus to BS when firing the weapon.
Teleportarium Launch Bay Pow: 9 Space: 9 Strength 3
Appropriate hull types: cruisers and transports with 75+ space)
Not seen on naval vessels since the time the Emperor battle his enemies beside his sons, this launch bay can actually get small craft into and out of the ship via gargantuan teleportariums. Considered dangerous in the extreme by modern savants and wasteful by most naval captains and rogue traders, the ability to put fighters or bombers directly into combat with another ship makes for a devastating surprise. Because most of this component is internal, this launch bay does not require a weapon slot.
No landing strips required: Up to three squadrons can be launched via teleportation and automatically appear anywhere withing 5VU from this ship. However, even with homing beacons in every squadron, squadrons can only be teleported back if they are within 1VU. Launching a squadron this way requires a successful tech-use (+0) roll with a -5 penalty for every squadron after the first, and an additional -5 if any squadron is carrying torpedo bombers is loaded with void torpedoes. Failure results in the squadrons being displaced a number of VUs away from the target location, with the direction of the displacement determined by a roll on the scatter table. Limited land strips when required: If this component looses power for any reason, each squadron takes two turns to be recovered, and only one squadron can be in the process of recovering on any given turn. Anywhere in an instant: Any bonus achievement points a squadron earns are doubled.
Inertial Damping Capacitors Pow: 4 Space: 2
The pattern for this system is long sought by the priests of mars. Massive banks of capacitors sit ready to discharge into enhanced inertial dampers to allow a ship to perform maneuvers that would normally break a ship in half. This makes for a nasty surprise when a ship suddenly spins around to chase an attacker.
Inertialess turn: When activated, a pilot may attempt to turn his ship by any ammount at any point is his normal movement with a difficult (-10) pilot check. If the check fails, the ship moves its full normal movement, then faces a direction determined by rolling on the scatter diagram. Once used, this system requires two turns to recharge.
Small Craft Storage Bays Pow: 1 Space: 2
Each small craft storage bay increases the number of squadrons it’s parent ship can hold by 2, however, it has no launch capability on its own.
Under-barrel Launch Bays Pow: 2 Space: 4 Strength: 1
These little known, and less often used, launch bays are small enough to include on any large ship without drastically impacting its fighting capacity. These launch bays are mounted under the standard port and starboard weapon slots, so long as the weapon they are mounted under is not a broadside weapon or another launch bay.
Small Bay: Each of these launch bays only holds two squadrons.
Cramped Construction: These launch bays are mounted in port and/or starboard weapon slots that already contain a weapon. The weapon mounted with an under-barrel launch bay is minimally inconvenienced by this, and suffers a -10 to any BS rolls to fire. Also, during a turn that a squadron is launched or recovered, the arc that the squadron launch or recovered from does not benefit form any turrets, and the fore and aft arcs lose one point of turret rating.
Arched Structure (“roll bar”) that would grant a grand cruiser one Dorsal mount by placing abutments on one Port and one Starboard mount (making them unable to mount weapons). This component could only be mounted once per vessel, and it could not be mounted to any vessel that already has a Dorsal mount. I hadn’t figured out a good name for the component, nor the exact Space (possibly 4 Space?) or SP (possibly 2 SP?). This component would also degrade the vessel’s Manoeuvrability (by -3 or -5, not too sure). This would not be an archeotech component, but fulfills much the same purpose as your turret idea. I was thinking of restricting it to grand cruisers, but it might work out for cruisers too as a precursor to battlecruisers.
Gravitic Accelerators Upgrade
The launch bays on this vessel have been retrofitted with gravitic launch tubes, allowing attack craft to be launched with incredible speed and reliability. Every point of power assigned to this upgrade (to a maximum of two) increases the speed of squadrons launched from one launch bay on the turn they are launched by 2. Any number of launch bays can be affected by this upgrade with the power being assigned at the start of the round. This extra speed does not count against the maximum range of a squadron. Good quality: Up to three power can be spent to increase speed Best quality: Up to five power can be spent to increase speed
Cargo Web Pow 2 Space: 1
This component projects webs of gravitic force, allowing for the swift loading of cargo. Canny captains can use the shifting webs to slow or even stop small craft and incoming torpedoes. This component grants +25 on all Trade Achievements as well as a single re-roll each round on turret rolls.
Hecatonchire Missile Accelerator : Weapon system (Macrocannon)
Only recently rediscovered, the Hecatonchire Missile Accelerator system uses gravitic accelerators to literally hurl clusters of low yield plasma missiles at the enemies of the Imperium. While each individual missile may not have the stopping power of a standard Macrocannon shell, in the numbers fired they are deadly.
Power: 6 Space: 3 Strength: 7 Damage: 1d10 + 1 Crit: 5 Range: 6
Special: Full Spread: Due to the sheer numbers of missiles fired, the Hecatonchire Missile Accelerator reduces all penalties accrued for Evasive Manoeuvrers by 2 degrees.
Independant Targetting System: The Hecatonchire’s targetting system is poorly understood by the Priesthood of Mars, to say the least, and thus far it has not been able to be neatly patched into other ship systems. The Hecatonchire cannot be combined as part of a salvo.
Superior Medicae Facility Power: 1 Space: 1 SP: 1
Allows complex surgical procedures to take place aboard a vessel. Increase moral permanently +3 Power: 1 Space: 1 SP: 1
Hidden Cargo Storage Power 1 Space 2 SP 1
Disguised nooks and crannies around the vessel that only the most diligent customs officer would discover. +125 achievment points when working towards a criminal objective.
Military Hangar Bay Power 2 Space 5 SP 2
Your hangar bay has been modified to allow the quickest deployment of troops and vehicles as possible. + 125 achievemnt points when working towards a military objective, and +10 boarding actions.
Expanded Commercial Lifter Bays Power 2 Space 4 SP 1
Your existing hanger bay has been modified to allow the quickest loading, storage and unloading of cargo. +150 achievement points when working towards a trade objective.
Imperial Tacticae Vault: (Strategium) Power 1 Space 1 SP 1
Filled with cogitators, a holo display and other tools needed to thoroughly brief your men on the mission ahead. +10 to commands rolls for commanding the actions of ground troops. +50 achievment points from military themed objectives.
Improved Navis Nobilitae Sanctuary Pow: 1 Space: 1 SP: 2
A more spacious meditation sanctuary for the navigator to use while piloting the vessel through the warp. Includes complex cogitators to assist in calculations as well as all the luxuries the Navis Nobilitae are accustomed to. +10 to all checks made for navigating the warp.
Temple of Knowledge Space 5, Power 5, Ship Points 10, Archeotech, edited for Ultima Tectum campaign
Appropriate hull type: Can only be put in a Habitat, Heavy Frigate, sufficiently sized Transport (Space and Hull both of at least 40), Light Cruiser, Cruiser, or Larger ship.
This Temple is a fantastic piece of archeotech and engineering, kept lovingly updated by some of the most powerful members of the Imperium, placing what would normally be many more components, usually spread throughout a fleet in anything other than an Ark Mechanicus, so that a single ship can usefully do a myriad tasks befitting exploration and the obtaining of knowledge.
It has a myriad linked components:
- A Shrine of the Emperor in his guise of the guiding light of human knowledge, or as his incarnation as the Omnissiah, as well as various Imperial saints associated with blessings of sanctioned, appropriate individuals towards tasks of learning and discovery for the greater humanity.
- A Librarium where, rather than being stocked mainly with books and scrolls, writings can be etched microscopically onto durable disks of sapphire or diamantine for later storage and retrieval, including facilities necessary to transfer traditional media onto this method.
- A Laboratorium, where small artefacts can be studied.
- A small-batch rapid prototyping Manufactorum, with the curious, lost-to-time name of a ‘Skunkworks’.
- A small research Hospital where humans can be treated or ailments investigated or upgrades installed to the flesh.
Some of the capabilities are less compared to their larger, dedicated equivalents, but the sheer usefulness more than make up for it.
+10 bonus to crafting or repair checks of small items or small batches of items, including via Trade checks, as well as medicae tests, all non forbidden lore investigation tests, as well as forbidden lore archeotech, and, at GM’s discretion, any forbidden lores directly associated with sanctioned Imperial technology, like Mechanicum, Astartes, Ecclessiarchy, or Inquisition (when dealing with Mechanicum/Space Marine/Sororitas/Inquisitorial technology, for example).
Further, at GM discretion, sometimes extended actions such as Triage may work for more crew than otherwise when making use of this component, and other similar benefits.
Counts as having Good Quality Superior Damage Control for this component only, even if that component and upgrade are not otherwise on the ship.
Cannot be made Best Quality; is already Archeotech *+25 to all endeavors due to the multi-faceted utility.
Source: Rangerdan666
Isolated Passenger Quarters Pow: 1 Space: 1, Rare
The perfect place to hide a delegation of Xenos, a member of the Inquisition or a Chaos Sorcerer, the Isolated Passenger Quarters are one of the most secure and least visited areas on the ship. The crew passes by whispering of the dark secrets behind the heavy mag sealed portals.
Passengers: The passenger Population is only affected by certain circumstances. It can range from 0-50
Hushed Whispers: The whispers and rumors of the crew about the secrets behind the prohibited area leads to superstitious fear; reduce morale by 2.
Secured: Any attempts to locate the quarters or its inhabitants by an enemy Boarding Party suffer a -20 penalty.
Paying Customers: For the completion of Trade Creed and Criminal objectives gain 0-50 Advancement Points based on the passengers that assist in the endeavor.
Apothecarium
The Apothecarium is a much more improved version of the Vessel’s Medicae Bay. It is also a base for a few other specialized labs and facilities thus removing the reliance for civilized worlds for certain medical needs.
Expert Care: As long as the character is not in combat, whenever aboard the vessel and spending a Fate Point to heal, they may opt to not roll the dice and heal 3 wounds instead. All First Aid tests aboard the vessel gains a +10% bonus.
Surgical Theater
Requires Apothecharium
This component further expands an Apothecarium to include the necessary resources to perform cybernetic implants and other delicate procedures. This does not allow the enhancements to be made, just implanted within the body.
All the Instruments…: This is all the necessary tools and space for performing complex surgical procedures including implanting Cybernetics. All Extended Care tests receive a +10% bonus aboard the ship.
Vivisection Theater
Requires Apothecharium
This component is used when examining deceased creatures, performing autopsies and if needed performing torture.
Wicked Looking: This device has a tendency to impose feelings of fear and dread amongst a crew as they often allow their fear laden imaginations to run wild with the visions of horrible and macabre torture at the appendages of this terrible machine. Morale on the Vessel is permanently lowered by 1.
Does it Hurt?: A character skilled in the arts of Medicae can use this device to assist or conduct a Torture session. A Routine (0) Medicae test inflicts 1d5 + degrees of success damage on the victim and provides a +20% bonus to any attempts to question, coerce or influence. A failed Test inflicts 2d10 wounds plus degrees of failure.
Useful Tool: This component provides a +10% bonus to all Diagnose actions aboard the ship.
Fighting Pits Pow: 0 Space: 1, Common
Not many ship captains would put a fighting arena aboard their Vessel despite the positive effect it has on ship morale. Of course, sending your boarding parties to the pits to train has a positive effect on their fighting abilities.
Time in the Pits: All Basic units have the Assault Training ability while fighting a standard Boarding Action or Defensive Action.
We who are about to die…: Reduce crew by 1, increase morale by 2.
Slave Holds Pow: 1 Space: 3, Rare
The Slave Holds are a dark and miserable place, located in the deepest bowels of the vessel many of those interred die here before reaching their intended destination. Slaves are in high demand on Forge Worlds and other less savory places.
Better than nothing…: The most fit and able can be culled from the holding cells if a Captain is desperate. The ship can replenish 1d10+5 crew at the cost of an equal amount of Morale. Doing this lowers the Crew experience by one stage to a minimum of Incompetent (20).
Mustered Soldiers: The occupants of the Slave Holds can be mustered into a large horde and used to weaken an enemy. The Holds provides 100 Slave Population which is reduced by Population and Morale damage to a Basic slave Unit.
Free Labor: For the completion of Criminal or Trade Objectives gain 0-50 Advancement Points based on the number of slaves invested in an endeavor as workers.
-Able to house 50.000 slaves??
Pleasure Holds Pow: 2 Space: 1, Extremely Rare
This is a lavish upgrade to the dank and desolate Slave Holds is a welcome addition to the ship, especially on those cold silent nights in space.
A Happy crew…: It doesn’t take much to make a crew happy…Increase Morale by 2.
Regulars: Every time you put into port a number of customers somehow end up on your crew, increase crew by 1.
Narco Den Pow: 1 Space: 1
Dazed and Confused: Increase Morale by 3, reduce Experience of the Crew by one level to a minimum of Incompetent. (20)
Regulars: Every time you put into port a number of customers somehow end up on your crew, increase crew by 1.
Beast Holds Pow: 1 Space: 1
The trafficking of dangerous Xeno Beasts is a lucrative endeavor for those knowing the right people; however it takes some specialized equipment to transport them safely.
Beasts!: The presence of such dangerous creatures within an environment as claustrophobic as a Starship has a detrimental effect on the crew. Reduce Morale by 1.
Mustered Forces: The Beast Holds provides 10 Beast Population, these can only be used in the formation of an Exotic squad.
Deep Holds: For the completion of a Criminal objective gain 25 Advancement Points.
Vehicle Bay Pow: 2 Space: 3, requires a weapon slot
Mechanized: The Vehicle Bay is usually only used in Landing Assaults, there are 4 Vehicle spots which may be filled.
Blitzkrieg!: For the completion of Military objectives gain 50 Advancement Points.
Prison Vault Pow: 1 Space: 4, Rare
Ship of Lost Souls: It is unnerving to have a hold full of hardened criminals and it has an adverse effect on the morale of the crew. Permanently reduce the Morale of the crew by 5 though when adding more crew from a prison world there is no morale hit.
Secure Holding Cells: Prisoners kept in the Basilica often remain here for life because of its secure nature. Any Special Operation targeting this location or its inhabitants suffers a -10 penalty.
Penal Legions: The prisoners are easily conscripted for war. A Basilica provides a Prison Population of 100 points. These are only reduced by Population or Morale damage done to a Penal unit.
Last Chancers: For the completion of Military or Trade objectives gain 0-50 Advancement Points based on the number of garrisoned penal legionnaires or workers.
Securitas
Very Secure Holding Cells: Prisoners kept within the well guarded Securitas do not find it easy to escape nor is it easy for rescuers to free them. Any Special Operation (except Location) has a -20 penalty.
Deterrent: The presence of the additional enforcers aboard the vessel root out most seditious behavior making an example of transgressors. This heavy handed tactic reduces Crew Total by 1 and but increases Morale by 2.
Just doing our job: All Inspection (Search) tests aboard the vessel receive a +10% bonus.
Armory
Secure Holds: The Armory is even more secure against being penetrated than a normal Hold. Any Special Operation (except Location) targeting this location or an item located within suffers a -10 penalty.
Well stocked: Having a larger armory allows a unit to store additional ammunition, spare parts and other gear. All Upkeep tests for equipping a mustered Unit receive a +10% bonus.
Volatile: If this component is damaged it explodes. The ship takes 1d5 Hull Damage and a component chosen by the GM is on fire.
Secured Vaults Pow:1 Space: 1
Very Secure Holds: A Secured Vault is even more secure against being penetrated than an Armory. Any Special Operation (except Location) targeting this location or an item located within suffers a -20 penalty.
Restricted Access: If a crew should mutiny any attempt to end the encounter gains a +10% bonus as the crew is unable to get to the weapons, however any “Prepare to repel Boarders” action suffers a -10% due to the extra time it takes to hand out the weapons
Astropath Choir
Astropathic Choir: For each Astropath in the choir assisting the sending Astropath, that astropaths Psy Rating is increased by +1, to a maximum of +5. If the signal is sent at the push psychic strength, the Astropath suffers a +20 on any rolls on the Psychic Phenomena or Perils of the Warp.
Source: Fringe is Yours
CORTEX CORE Power: 5 Space: 3 SP: +4
Most ships have thousands of people aboard them which, given time, can solidify itself into multitude of vibrant cultures, idiosyncracies, and qualities to make a ship feel like home.
Alternatively, you can rip out such things, and rely on the cold logic of Battle Automata. A Cortex Core replaces the thousands of living, breathing humans aboard a vessel with a singular pulsing, organic, Cybernetica Cortex. Crew members are replaced with Legio Cybernetica constructs that know no fear, no disloyalty, no enemy equal to them. Disconcerting to many, but very helpful to those who prefer machine compatriots to living, breathing ones…
Automata Synchronization: The vessel ignores Crew Morale, and Crew Population is set to 100 (but can be degraded through combat actions, etc). The Battle Automata that are now the crew will obey orders perfectly and without disloyalty. The “crew” no longer require food, air, motivation, supplies, and there is no danger of the crew falling to Chaos.
Battle Automata: During boarding actions, the Battle Automata crew inflict an additional 1d5 damage to Crew Population and 1d5 Morale damage.
Cybernetica Core: If this component is ever damaged, Crew Population is immediately reduced to maximum 40 until repaired. If this component is disabled or destroyed, Crew Population is immediately reduced to 0, with all the horrors that entails.
Crew Quarters: This fills the Crew Quarters (Essential) slot of any Imperial voidship. Crew Rating is set to 30 for Common Quality versions of this component, while Good Quality sets Crew Rating to 40 and Best Quality sets Crew Rating to 50. Crew may be replenished at Forge Worlds with an Acquisition test as normal, or replenished at 10 Crew Population per week if the vessel is equipped with a Manufactorum.
GRAVITY ANCHOR Power: 2 Space: 2 SP: +2
The establishment of new Squat Holds in the Tiji Sector has seen the return many types of Squat technology, brought from the destruction of the original Homeworlds by the Tyranids. Of these, the most desired amongst spacefarers is the Gravity Anchor. Squats come from a high gravity world, and their mastery of it is without equal.
Anchors Aweigh: A Squat Gravity Anchor can be equipped to any Light Cruiser or higher class of Imperial voidship, allowing the vessel to make 90° turns in void combat instead of the 45° it is normally limited to. Supplemental: This component is a Supplemental component.
HALL OF GRUDGES Power: 1 Space: 1 SP: +1
The peculiar mindset of the Squat allows for no slight to be forgotten. Individual Squats often record their troubles and woes inflicted upon them by others in personal Books of Grudges. When entire crews recount their grudges together, it can often fill an entire hold in itself. The Hall of Grudges allows a crew to meditate on these past troubles, and reaffirm their hatred of the enemy.
No Grudge Unpunished: A Squat Hall of Grudges can be equipped to any class of Imperial voidship. Characters can spend one hour meditating on the wrongs inflicted on them by any group they have encountered previously. Upon completion of the meditation, they gain the Hatred talent for that particular group, and may apply the Hatred bonus to shooting in Starship Combat. The effects last for one full day, at the end of which the character calms the fuck down, and may meditate anew, on a separate enemy if desired.
Supplemental: This component is a Supplemental component.
HALFUS TORPEDOES
Halfus Torpedoes are torpedoes with fragmentation charges within them instead of plasma cores. They are not meant for destroying enemy voidships, but rather excel at taking down hordes of incoming strike craft. When fired into a cloud of fighters, bombers, or assault boats, Halfus torpedoes explode with incredible force, sending building-sized shrapnel in every direction, annihilating most squadrons with incredible ease. Regrettably, for most of the Imperium, the pattern for Halfus Torpedoes was lost when the Tau Empire annexed their singular Forge World of origin. The Inquisition of the Tiji Sector, however, sits smugly – they have an eager seller.
Halfus Fragmentation: Halfus Torpedoes are capable of exploding in the midst of strike craft, dealing grievous damage. A Halfus Torpedo inflicts its damage against the number of Squadrons in an attack. If the Torpedo reduces the Squadrons in an attack to 0, the strike craft wave is fully destroyed. For example, if 4 bomber squadrons are in a wave, and the Torpedo rolls a 3 for damage, then the wave consists of only one bomber squadron – the rest are destroyed. Torpedo: This is a torpedo for use in a Torpedo Tube. They may be equipped with normal Torpedo guidance and modifications.
Speed: 10 Dam: 1d5 Crit: – Range: 60 Terminal Pen: 1 Availability: Very Rare
VOLKITE BOMBARD
Everyone loves martian death rays, and if they don’t, at least they learn to appreciate them as they superheat, explode, and usually die. Volkite Bombards are upsized variants of normal Volkite weaponry, for mounting on voidships. In this role, they take the role of macrobatteries, their ability to superheat and explode enemy vessels remaining unchanged.
Deflagrate: Every hit not stopped by void shields generates a second hit. These are then combined as normal. For example, if 2 hits are blocked by void shields and 2 hits get through, hits are doubled to 4.
Macrobattery Ships: All Power: 6 Space: 3 SP: 3 Str: 3 Dam: 1d10+2 Crit: 5 Range: 4
VOLKITE GRAND BOMBARD Power: 10 Space: 5 SP: 3
When one Volkite Bombard just isn’t enough, the option exists to mount them in Broadside configurations.
Deflagrate: Every hit not stopped by void shields generates a second hit. These are then combined as normal. For example, if 2 hits are blocked by void shields and 2 hits get through, hits are doubled to 4.
Macrobattery (Broadside) Ships: Light Cruisers, Cruisers, and above. Str: 5 Dam: 1d10+2 Crit: 5 Range: 4
PHOTON DESTRUCTOR Power: 10 Space: 4 SP: 3
A scaled up version of the Photon weapons of the Mechanicum, the Photon Destructor fires a black lance of energy, its sustained beam capable of raking across enemy hulls and inflicting inordinate damage before the beam must cool down. The Dark Eldar find it humorous.
Raking Fire: The Photon Destructor inflicts an additional 1d10 per Degree of Success on the Ballistic Skill test, up to a maximum of 2d10.
Lance Ships: All Str: 1 Dam: 1d10+2 Crit: 3 Range: 4
PHOTON BREAKER Power: 14 Space: 6 SP: 3
What’s worse than an armor piercing, light eating, starship lance of dubious origin? Two of them on the same weapon slot. The Photon Breaker lives up to its name, as very few enemies can survive a focussed blast from its twin barrels.
Raking Fire: The Photon Destructor inflicts an additional 1d10 per Degree of Success on the Ballistic Skill test, up to a maximum of 2d10.
Lance (Broadside) Ships: Light Cruisers, Cruisers, and above. Str: 2 Dam: 1d10+2 Crit: 3 Range: 4
KINETIC LANCE Power: 10 Space: 5 SP: 3
A weapon recovered from lost datavaults during the Great Crusade, the Kinetic Lance accelerates matter instead of energy, striking with the efficiency of a lance weapon, increasing with effectiveness the more the Lance is focused. It combines the fire rate of a macrocannon with the armor-piercing potential of a lance weapon.
Kinetic Lance: This weapon scores one additional hit per Degree of Success on the Ballistic Skill test. All hits are combined into one damage roll, which ignores the Armor of the target.
Lance Str: 4 Dam: 1d5+1 Crit: 4 Range: 6
PHOSPHEX WEB-PROJECTOR Power: 5 Space: 8 SP: 5
During the Great Crusade, the threat of Phosphex to destroy a world or cleanse an area was a threat rarely sanctioned. Emperor preserve the guy who figured, “Well, if we shoot phosphex at them while they’re in space, they can’t run away, right?” Phosphex burns out rapidly in vacuum, but the burst of blue-green fire is easily enough to deal a deathblow to an enemy vessel.
Phosphex Bombardment: This weapon doubles the amount of Crew and Morale damage inflicted upon the target. Fire! Critical results that this weapon generates can only be put out by exposing the component to the void. If hit at least once in a barrage, the target reduces its Armor value by 1d5 after resolving all Phosphex Web-Projector hits.
Core Architecture: This weapon Component is always revealed by successful Active Augury – it is too large to be concealed.
Extremely Volatile: If this component is damaged, the vessel suffers one hit from the Phosphex Web-Projector, inflicting 2d5+3 hull integrity damage. If this component is destroyed, the vessel instead suffers 1d5 hits, and automatically inflicts a Fire! Critical result that can only be put out by exposing the component to the void.
Nova Cannon Ships: Cruisers Str: 1d5 Dam: 2d5+3 Crit: 10 Range: 6-30
More components
Components not available for Ultima Tectum campaign players (GM only!)